//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _CUBEMAPDATA_H_ #define _CUBEMAPDATA_H_ #ifndef _SIMOBJECT_H_ #include "console/simObject.h" #endif #ifndef _GFXCUBEMAP_H_ #include "gfx/gfxCubemap.h" #endif #ifndef _GFXTARGET_H_ #include "gfx/gfxTarget.h" #endif #ifndef _SCENEMANAGER_H_ #include "scene/sceneManager.h" #endif #include "T3D/assets/ImageAsset.h" /// A script interface for creating static or dynamic cubemaps. class CubemapData : public SimObject { typedef SimObject Parent; public: GFXCubemapHandle mCubemap; CubemapData(); ~CubemapData(); bool onAdd(); static void initPersistFields(); DECLARE_CONOBJECT(CubemapData); // Force creation of cubemap void createMap(); // Update a static cubemap @ pos void updateFaces(); void setCubemapFile(FileName newCubemapFile); void setCubeFaceFile(U32 index, FileName newFaceFile); void setCubeFaceTexture(U32 index, GFXTexHandle newFaceTexture); GFXTexHandle* getCubeFaceTexture(U32 faceIdx) { return &mCubeMapFace[faceIdx]; } protected: DECLARE_IMAGEASSET(CubemapData, CubeMap, onCubemapChanged, GFXStaticTextureSRGBProfile); DECLARE_ASSET_SETGET(CubemapData, CubeMap); DECLARE_IMAGEASSET_ARRAY(CubemapData, CubeMapFace, 6); DECLARE_IMAGEASSET_ARRAY_SETGET(CubemapData, CubeMapFace); GFXTexHandle mDepthBuff; GFXTextureTargetRef mRenderTarget; void onCubemapChanged() {} }; #endif // CUBEMAPDATA